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I nteraction Devices Session 0 7

I nteraction Devices Session 0 7. Course : T 0593 / Human Computer Intera ct i on Year : 201 2. Outline. Introduction Keyboards and Keypads Pointing Devices Speech and Auditory Interfaces Displays-Small and Large. 3. Keyboard Layouts . QWERTY layout

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I nteraction Devices Session 0 7

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  1. Interaction DevicesSession 07 Course : T0593/ Human Computer Interaction Year : 2012

  2. Outline Introduction Keyboards and Keypads Pointing Devices Speech and Auditory Interfaces Displays-Small and Large 3

  3. Keyboard Layouts • QWERTY layout • 1870 Christopher Latham Sholes • good mechanical design and a clever placement of the letters that slowed down the users enough that key jamming was infrequent • put frequently used letter pairs far apart, thereby increasing finger travel distances • Dvorak layout • 1920 • reduces finger travel distances by at least one order of magnitude • Acceptance has been slow despite the dedicated efforts of some devotees • it takes about 1 week of regular typing to make the switch, but most users have been unwilling to invest the effort

  4. Keyboard Layouts (cont.) Qwerty Layout Dvorak Layout

  5. Keyboard Layouts (cont.) • ABCDE style • 26 letters of the alphabet laid out in alphabetical order nontypists will find it easier to locate the keys • Additional keyboard issues • IBM PC keyboard was widely criticized because of the placement of a few keys • backslash key where most typists expect SHIFT key • placement of several special characters near the ENTER key • Number pad layout • wrist and hand placement

  6. Keyboard Layouts (cont.) • Keyboard and keypads for small devices • Wireless or foldable keyboards • Virtual keyboards • Cloth keyboards • Soft keys • Pens and touchscreens

  7. Keyboard Layouts (cont.)

  8. Other text entry methods • The virtual keyboard of the Apple iPhone gains precision by allowing finger repositioning and then activates on lift-off.

  9. Pointing Devices • Pointing devices are applicable in six types of interaction tasks: • Select • Position • Path • Orient • Quantify • Text

  10. Pointing Devices (cont.)

  11. Direct-control pointing devices • Light-pen • enabled users to point to a spot on a screen and to perform a select, position, or other task • it allows direct control by pointing to a spot on the display • Touch-screen • allows direct control touches on the screen using a finger • early designs were rightly criticized for causing fatigue, hand-obscuring-the-screen, hand-off-keyboard, imprecise pointing, and the eventual smudging of the display

  12. Direct-control pointing devices (cont.) Tablet PCs and Mobile Devices: • Natural to point on the LCD surface • Stylus • Keep context in view • Pick up & put down stylus • Gestures and handwriting recognition

  13. Indirect Pointing Devices • Mouse • Trackball • Joystick • Graphic Tablet • Touch Pad

  14. Comparison of pointing devices • Human-factors variables • speed of motion for short and long distances • accuracy of positioning • error rates • learning time • user satisfaction • Other variables • cost • durability • space requirements • weight • left- versus right-hand use • likelihood to cause repetitive-strain injury • compatibility with other systems

  15. Comparison of pointing devices (cont.) • Some results • direct pointing devices faster, but less accurate • graphics tablets are appealing when user can remain with device for long periods without switching to keyboard • mouse is faster than isometric joystick • for tasks that mix typing and pointing, cursor keys a faster and are preferred by users to a mouse • muscular strain is low for cursor keys • Fitts' Law • Index of difficulty = log2 (2D / W) • Time to point = C1 + C2 (index of difficulty) • C1 and C2 and constants that depend on the device • Index of difficulty is log2 (2*8/1) = log2(16) = 4 bits • A three-component equation was thus more suited for the high-precision pointing task: • Time for precision pointing = C1 + C2 (index of difficulty) + C3 log2 (C4 / W)

  16. Speech and auditory interfaces • Continuous-speech recognition • Speech store and forward • Systems are low cost and reliable. • Discrete word recognition • recognize individual words spoken by a specific person; can work with 90- to 98-percent reliability for 20 to 200 word vocabularies • Speaker-dependent training, in which the user repeats the full vocabulary once or twice • Speaker-independent systems are beginning to be reliable enough for certain commercial applications.

  17. Speech and auditory interfaces (cont.) • Voice information systems • Stored speech commonly used to provide information about tourist sites, government services, after-hours messages for organizations • Low cost • Voice prompts • Deep and complex menus frustrating • Slow pace of voice output, ephemeral nature of speech, scanning and searching problems • Voice mail • Handheld voice recorders • Audio books • Instructional systems

  18. Speech and auditory interfaces (cont.) • Speech generation • Michaelis and Wiggins (1982) suggest that speech generation is "frequently preferable" under these circumstances: • The message is simple. • The message is short. • The message will not be referred to later. • The message deals with events in time. • The message requires an immediate response. • The visual channels of communication are overloaded. • The environment is too brightly lit, too poorly lit, subject to severe vibration, or otherwise unsuitable for transmission of visual information. • The user must be free to move around. • The user is subjected to high G forces or anoxia

  19. Speech and auditory interfaces (cont.) • Audio tones, audiolization, and music • Sound feedback can be important: • to confirm actions • offer warning • for visually-impaired users • music used to provide mood context, e.g. in games • can provide unique opportunities for user, e.g. with simulating various musical instruments

  20. Displays – Small and Large • The display has become the primary source of feedback to the user from the computer • The display has many important features, including: • Physical dimensions (usually the diagonal dimension and depth) • Resolution (the number of pixels available) • Number of available colors, color correctness • Luminance, contrast, and glare • Power consumption • Refresh rates (sufficient to allow animation and video) • Cost • Reliability

  21. Displays – Small and Large (cont.) Usage characteristics distinguish displays: • Portability • Privacy • Saliency • Ubiquity • Simultaneity

  22. Display technology • Monochrome displays • are adequate, and are attractive because of their lower cost • RGB shadow-mask displays • small dots of red, green, and blue phosphors packed closely • Raster-scan cathode-ray tube (CRT) • electron beam sweeping out lines of dots to form letters • refresh rates 30 to 70 per second • Liquid-crystal displays (LCDs) • voltage changes influence the polarization of tiny capsules of liquid crystals • flicker-free • size of the capsules limits the resolution • Plasma panel • rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed capsules of neon-based gases • Light-emitting diodes (LEDs) • certain diodes emit light when a voltage is applied • arrays of these small diodes can be assembled to display characters

  23. Display technology (cont.) • Electronic ink • Paper like resolution • Tiny capsules with negatively and positively charged particles • Braille displays • Pins provide output for the blind

  24. Displays – Large and Small (cont.) • Large displays • Informational wall displays • Interactive wall displays • Multiple desktop displays

  25. Displays – Large and Small (cont.) • Heads-up and helmet mounted displays • A heads-up display can, for instance, project information on a partially silvered widescreen of an airplane or car • A helmet/head mounted display (HMD) moves the image with the user • 3D images

  26. Supporting Materials • http://www.sigchi.org/chi96/proceedings/papers/Mithal/Akm_txt.htm

  27. Q & A

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